Shin Megami Tensei II Walkthrough: 70 Dungeon Maps from the Underground City to the Expanse, Plus Hiroko’s 24 Spells, for Both the SFC and PS Versions

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Shin Megami Tensei II is the proper sequel RPG that Atlus released for the Super Famicom in 1994. Several decades after the Great Destruction depicted in the first game, it unfolds in the underground city of Tokyo Millennium, where the three orders of LAW, NEUTRAL and CHAOS collide. The hero Aleph (Hawk) begins the story as the champion of the arena, but before long he is pulled into the conspiracy of the Mesian Church’s Center, and then into the final war between God and demons.

The heart of the game is the way your alignment shifts with the choices you make, and the route branches that follow from it. You travel back and forth between six areas, Valhalla, the Center, Holytown, Factory, Arcadia and the Underworld, and you have to spot the branch points you can never take back. Leaning on the automap’s coordinate readout (east/north) to get through the tangled connecting passages without losing your way is what keeps you alive.

In this article I’ve laid out coordinate-marked maps for all 38 areas of the underground city based on the SFC version, and added maps for 32 dungeons across 101 floors covering the Expanse plus the Underworld shrines and the extra dungeons, complete with treasure chest contents and event locations. There’s also a skill table for all 61 spells, including the learn order and MP costs of the 24 spells Hiroko and Beth pick up along with the spells your demon allies use, and the area-by-area walkthrough charts explain the route the story takes. The PS and GBA versions have exactly the same dungeon structures, so everything here works on any version. The maps are collapsed area by area, so open only the places you need.

Honestly, on my first playthrough I wandered into the Old Suidobashi passage, ran out of MAG and got wiped out. I want to go back and punch the version of me who tried to clear that 250-plus-tile dungeon without a map.

*Prices in this article are converted from Japanese yen at ¥153 = US$1 (November 2026 rate).

What kind of game is Shin Megami Tensei II? An underground-city story utterly unlike the first game

Shin Megami Tensei II is a 3D dungeon RPG set in Tokyo Millennium, the underground city built after the Great Destruction of the first game. Inside the stratified society the Mesian Church governs, the hero Aleph makes a name for himself as champion of the arena, and eventually has to face the truth about the world.

Item Details
Title Shin Megami Tensei II
Release date SFC version March 18, 1994 / PS version March 20, 2002 / GBA version September 26, 2003
Publisher and price Atlus, $65 (before tax, SFC version)
Genre 3D dungeon RPG (demon fusion and conversation negotiation systems)
Dungeon scale 6 areas, 38 maps in total (each map 24 tiles east by 3 to 22 tiles south)
Final goal Reach an ending on the LAW, NEUTRAL or CHAOS route

Where the first Shin Megami Tensei was a wasteland survival story set in a post-apocalyptic Tokyo, this one is set in the managed society of an underground city. The Mesian Church’s Center controls everything, and citizens are sorted into residential districts such as Valhalla, Holytown, Factory and Arcadia. The first half of the story has you touring each area while you piece together how that stratified society is built, and the second half is a separate stage that runs through the Underworld of old Tokyo and on into the Expanse.

Demon fusion and conversation negotiation, the backbone of the series, are of course alive and well. You recruit the demons you meet along the way as allies and fuse them at the Cathedral of Shadows to build stronger demons. The big change from the first game is that an ally’s alignment now ties directly into the hero’s route choice. Head down the LAW route and CHAOS-aligned allies become hard to use, and the reverse is just as true.

What are the differences between the SFC, PS and GBA versions? Which one should you play?

To start with the conclusion, the dungeon structures are completely identical across the SFC, PS and GBA versions. The maps in this article were built from SFC version images, but they work as-is on the PS and GBA versions too. Controls and added features do differ, so I’ve organized those in the table below.

Item SFC version (1994) PS version (2002) GBA version (2003)
Difficulty select None Yes (EASY/NORMAL) Yes
Automap Basic functions only Improved coordinate display, expanded minimap Same as the PS version
Artwork Original New artwork by Kazuma Kaneko added Same as the PS version
Text Mostly hiragana Kanji display supported Kanji display supported
Bugs Few Many progression-blocking bugs in the early print run Largely fixed
Dungeon structure Shared by every version (wall layouts, floor counts and connections are all identical)

The PS version got easier to play thanks to Kazuma Kaneko’s new artwork and kanji text, but freezes and progression-blocking bugs have been reported in the early print run. If you want stability, the SFC or GBA version is the safe choice. I’d point you toward the SFC version, which you can play easily on Nintendo Switch Online.

Note that there is no save data carryover from the first Shin Megami Tensei. This game was designed as a completely standalone work, and you can enjoy it without any problems even if you haven’t played the original. That said, the background to the story, why the underground city came to exist and what the ICBM Great Destruction was, tastes richer if you know the first game.

Raising Aleph, Hiroko and Beth, plus the skill table. The 24 spells Hiroko learns and a list of every spell in the game

In Shin Megami Tensei II, Hiroko (Beth early on) is the only human character who can use magic, and the hero Aleph never learns a single spell all the way to the end. That makes the growth plan simple. Aleph builds around Strength and Speed while keeping enough in reserve for the stat checks at key moments, and Hiroko raises Intelligence and Magic first so she picks up the travel spells early. This chapter puts the numbers behind those decisions into tables.

Aleph | He can’t use magic. Strength, Speed, and the stat checks at key moments

Aleph’s fighting strength comes down to swords, guns, and how you run your demon allies. You can happily put the ability points you hand out on level-up into Strength and Speed, but there are several stat checks baked into the game’s progression, so you can’t abandon Intelligence and Magic entirely. In the post-game extra dungeon, the Diamond Realm, in particular, your alignment and your base stats (excluding bonuses from equipment and gems) are checked when you step into the warp that takes you to each route’s final dungeon.

Destination Required alignment Required stat (no bonuses)
Old Tokyo Tower LAW Magic 25
Old Imperial Palace NEUTRAL Intelligence 25
Old Ichigaya CHAOS Stamina 25

There is a Luck check too when you walk into the rooms where Fiends appear. As a rule, use every incense you find on Aleph; raising him deliberately from the early game is the shortest road to conquering the Diamond Realm.

Hiroko and Beth | The number of spells learned is set by (Level × 2 + Intelligence + Magic) ÷ 8

Hiroko’s and Beth’s spells don’t arrive one per level. They learn however many spells a formula dictates, in a fixed order. According to testing by the walkthrough site Dai-San Hinansho, that formula is (Level × 2 + Intelligence + Magic) ÷ 8, and the quotient is the number of spells already learned. In other words, raise Intelligence and Magic and you reach deeper into the list at the same level. Prioritize Intelligence and Magic from the early game through the midgame, because getting Estoma (15th) and Traport (17th) early translates directly into a smoother run. Later on, feel free to shift back into Strength and Stamina so you can survive bosses’ back-to-back attacks.

No. Spell MP Cost Effect
1 Mapper 2 Displays the surrounding map. The effect expires at the new moon
2 Dia 2 Restores a little HP to one ally
3 Zio 4 Elec damage to one enemy; can inflict SHOCK
4 Patra 2 Cures minor status ailments on one ally
5 Dormina 3 Inflicts SLEEP on 1-3 enemies
6 Media 6 Restores a little HP to the whole party
7 Zionga 9 Heavy Elec damage to one enemy, with SHOCK
8 Posumudi 4 Cures POISON on one ally
9 Makajam 4 Inflicts CLOSE (magic seal) on 1-3 enemies
10 Diarama 4 Restores a lot of HP to one ally
11 Mazio 7 Elec damage to all enemies, with SHOCK
12 Paraladi 6 Cures PALYZE on one ally
13 Marin Karin 6 Inflicts CHARM on one enemy
14 Diarahan 8 Fully restores one ally’s HP
15 Estoma 6 Demons below Aleph’s level stop appearing
16 Mahama 10 Banishes all enemies with Expel
17 Traport 6 Returns you to the last point where you saved
18 Tetraja 5 Protects the whole party from Energy Drain
19 Mazionga 12 Heavy Elec damage to all enemies, with SHOCK
20 Traesto 6 Escapes the dungeon and returns you to the entrance
21 Recarm 12 Revives one DYING ally (HP 1/4, MP 0). On failure the ally becomes DEAD
22 Megido 15 Heavy Almighty damage to one enemy group
23 Recarmdra 8 Fully restores the whole party’s HP and MP at the cost of the caster going down
24 Necroma 20 Makes DEAD demon allies fight, for the duration of the battle only

These MP costs are the values that matched across three walkthrough sites: ore-game, Megamitensei.jp and Dai-San Hinansho. Learning all 24 requires a quotient of 24, which means Level × 2 + Intelligence + Magic has to reach 192 or more.

Full spell list | MP costs and effects for all 61 spells, demon allies’ magic included

Here is the list, including the spells your demon allies use, sorted by category. Use it to decide which spells you want passed down when you create a demon through fusion. A target of “1-3 enemies” means the spell picks enemies at random that many times.

Attack spells (23 total)

Spell MP Cost Target Effect
Agi 3 One enemy Fire damage
Agilao 7 One enemy Heavy Fire damage
Maragi 5 One enemy group Fire damage
Maragion 9 One enemy group Heavy Fire damage
Bufu 3 One enemy Ice + FREEZE damage
Bufula 8 One enemy Heavy Ice + FREEZE damage
Mabufu 6 All enemies Ice + FREEZE damage
Mabufula 11 All enemies Heavy Ice + FREEZE damage
Zio 4 One enemy Elec + SHOCK damage
Zionga 9 One enemy Heavy Elec + SHOCK damage
Mazio 7 All enemies Elec + SHOCK damage
Mazionga 12 All enemies Heavy Elec + SHOCK damage
Zan 2 One enemy Force damage
Zanma 5 One enemy Heavy Force damage
Mazan 4 All enemies Force damage
Mazanma 7 All enemies Heavy Force damage
Tentarafoo 14 All enemies Nerve damage + PANIC damage
Megido 15 One enemy group Heavy Almighty damage
Megidolaon 30 All enemies Massive Almighty damage
Hama 5 Two enemies Banishes with Expel
Mahama 10 All enemies Banishes with Expel
Mudo 3 Two enemies Instant kill with Death
Mudoon 9 3-5 enemies Instant kill with Death

Debuffs and status ailments (12 total)

Spell MP Cost Target Effect
Dormina 3 1-3 enemies SLEEP (asleep)
Shibaboo 3 1-3 enemies BIND (bound)
Pulinpa 2 1-3 enemies PANIC (confusion)
Hapiruma 2 1-3 enemies HAPPY (happiness)
Marin Karin 6 One enemy CHARM (charmed)
Makajam 4 1-3 enemies CLOSE (magic sealed)
Tarunda 4 All enemies Lowers enemies’ attack power
Rakunda 4 All enemies Lowers enemies’ physical defense
Sukunda 2 All enemies Lowers enemies’ accuracy
Dekaja 10 All enemies Nullifies -kaja effects
Rikaja 5 All enemies Nullifies -nda effects
Tetra 8 All enemies Nullifies magic and special attacks for one turn

Buffs and defense (7 total)

Spell MP Cost Target Effect
Tarukaja 4 All allies Raises allies’ physical attack power
Rakukaja 4 All allies Raises allies’ defense
Sukukaja 2 All allies Raises allies’ accuracy
Makakaja 4 All allies Raises allies’ magic power
Tetraja 5 All allies Guards against Energy Drain
Tetrakarn 6 All allies Reflects normal attacks for one turn
Makarakarn 6 All allies Reflects magic attacks for one turn

Healing (14 total)

Spell MP Cost Target Effect
Dia 2 One ally Restores a little of an ally’s HP
Diarama 4 One ally Restores a lot of an ally’s HP
Diarahan 8 One ally Fully restores an ally’s HP
Media 6 All allies Restores a little HP to all allies
Mediarama 10 All allies Restores a moderate amount of HP to all allies
Mediarahan 14 All allies Restores a lot of HP to all allies
Patra 2 One ally Cures minor status ailments
Me Patra 4 All allies Cures minor status ailments
Posumudi 4 One ally Cures the POIZON (poison) state
Paraladi 6 One ally Cures the PALYZE (paralysis) state
Petradi 10 One ally Cures the STONE (petrification) state
Recarm 12 One ally Cures the DYING (death) state. HP becomes 1/4 and MP 0 after revival. On failure, the target becomes DEAD
Samarecarm 24 One ally Cures DYING and DEAD (death). HP is MAX and MP 0 after revival
Recarmdra 8 All allies Fully restores all allies’ HP and MP. The caster dies

Travel and special (5 total)

Spell MP Cost Target Effect
Mapper 2 All allies Displays the surrounding map. The effect expires at the new moon
Estoma 6 All allies Demons below Aleph’s level stop appearing
Traport 6 All allies Returns you to the last point where you saved
Traesto 6 All allies Escapes the dungeon and returns you to the entrance
Necroma 20 One ally Makes DEAD demon allies fight, for the duration of the battle only

Shin Megami Tensei if… Guide: Complete Dungeon Maps with Coordinates for All 102 Floors (PS1 / SNES)

September 29, 2026

What are the systems at the core of the walkthrough? Understanding alignment, MAG and the COMP

The three most important things when clearing Shin Megami Tensei II are alignment, MAG (Magnetite) and the COMP (the Demon Summoning Program). Whether or not you understand these three changes the game’s difficulty dramatically.

Alignment (LAW / NEUTRAL / CHAOS)

The hero has an invisible alignment value that shifts with the choices you make during the game. Which way that value leans, LAW, NEUTRAL or CHAOS, decides the route you take in the story’s endgame. Once a route is locked in, there’s no going back.

Route Tendency Characteristics
LAW (Order) Pick the choices that side with the Mesian Church and the angels Aims for God’s Millennial Kingdom. LAW-aligned allies shine
NEUTRAL (Moderation) Keep making choices that lean neither way Holds to human free will. A balanced party works well
CHAOS (Chaos) Pick the choices that side with the Gaian Church and the demons Aims for order through strength. CHAOS-aligned allies shine

NEUTRAL is the easiest to aim for on a first playthrough, but it’s actually the hardest to hold onto. Swing too far toward LAW or CHAOS in your choices and the route locks in without you meaning it to. When in doubt, make a point of answering in a balanced way.

Managing MAG (Magnetite)

MAG is a resource that drains with every step you take while demon allies are summoned. Higher-level allies consume more of it, so dragging strong allies around burns through MAG like water. Once MAG hits 0 your allies’ HP starts getting shaved away, so you need to secure enough MAG before you explore a long dungeon.

You earn MAG by winning battles and through conversation negotiation with demons (taking MAG instead of a tribute item). Before you take on an enormous dungeon of over 250 tiles like Old Suidobashi, you want at least a few thousand MAG banked.

The COMP and demon fusion

The COMP is the terminal for summoning and managing demons, and it stocks up to 12. At the Cathedral of Shadows you perform two-demon and three-demon fusions to build more powerful allies. This game introduces a LEVEL restriction the first game didn’t have (fusion can’t create a demon above the hero’s level), so balancing level grinding against fusion matters.

Area-by-area walkthrough chart: a progress guide from Valhalla to the Underworld

The story of Shin Megami Tensei II advances by touring the six areas of Tokyo Millennium in order. The Center forms a hub that connects every area, and you reach each area through the Center’s connecting passages. The chart below organizes each area’s objective and the points that need care.

Order Area Main objective Maps
1 Valhalla Aim for the championship in the arena. Work through Okamoto Gym, then Ote Gym, then the Colosseum 10
2 The Center The Mesian Church’s home base. Explore floors 20 to 22. The hub for the connecting passages to every area 8
3 Holytown Clear the Grand Cathedral 1F to 3F. Dealings with the Temple Knight Zayin 6
4 Factory Expose the truth of the industrial district. Pass through the underground excavation site and the internment camp into the Underworld 6
5 Arcadia The truth behind the utopia. The event at Gimmel’s residence 3
6 The Underworld The ruins of old Tokyo. Traverse Old Shinjuku, Old Higashi-Shinjuku, Old Akasaka and Old Roppongi 5
7 The Expanse The final stretch. Tiphereth through Keter Castle. The route-specific final battle —

* The flow from the Expanse onward is collected at the end of this chapter under “From the Expanse to the Ark.” Maps for the Expanse, the shrines and the extra dungeons are in the second half of the MAP walkthrough chapter.

Valhalla: conquer the arena and move on to the Center

The area you start the game in. The hero Hawk (later revealed to be Aleph) takes basic training at Okamoto Gym and sharpens his skills in Downtown’s Virtual Battle. He switches his affiliation to Ote Gym, takes on the Colosseum tournament, and becoming champion earns him an invitation to the Center.

Downtown is a roomy 24 tiles east-west by 12 north-south and serves as your early-game base. Virtual Battle is a mock combat area that exists in every district, and they all share the same 24 by 11 tile structure. There’s an important encounter in the Slums (24 by 16 tiles), so don’t miss it. Madam’s Mansion is worth a visit as well.

The Center: the Mesian Church’s core and the connecting passages to every area

The Center, the Mesian Church’s home base, is a hub area you end up visiting over and over across the whole game. Floors 20 and 21 are large 24 by 12 tile floors, each with 129 to 132 tiles of floor space. Floor 22 is a small floor (24 by 4 tiles) that holds the bishop’s office.

The important part is the four connecting passages. Center to Holytown, Center to Factory, Center to Arcadia and Center to Valhalla each exist as an independent map. Their structures are so alike that it’s easy to get lost, but compare the maps and you should be able to tell each passage apart.

Holytown: clearing the Grand Cathedral

The Mesian Church’s holy ground. The Grand Cathedral is built across three levels, 1F to 3F, and every floor is a near-square 24 by 8 tiles. It’s an area closely bound up with the Temple Knight Zayin, with plenty of events that touch the heart of the story. Grand Cathedral B60 is a special floor (24 by 4 tiles) that factors into story progress.

Factory: the underground excavation site and Old Suidobashi

In the industrial district of Factory you explore the workers’ dormitory and the underground excavation site. This area has two trouble spots. One is the underground excavation site (24 by 18 tiles, 88 floor tiles), a huge floor laced with tangled passages. The other is Old Suidobashi, the passage to the Underworld (24 by 16 tiles, 250 floor tiles), the largest-class dungeon in the game. Running out of MAG here leads straight to a wipe. Secure plenty of reserves before you take it on.

The internment camp (24 by 18 tiles, 110 floor tiles) is pretty big too. Across the Factory area as a whole, this is where checking the map matters most.

Arcadia: the other side of the utopia

Arcadia is the smallest area at only three maps, but its importance to the story is high. An event involving Gimmel fires in the Arcadia residences (24 by 9 tiles), and Gimmel’s residence (24 by 4 tiles) takes you to the core of it. The Mesian Building has the same structure as the ones in other areas.

The Underworld: traversing the ruins of old Tokyo

Beyond Factory’s Old Suidobashi lie the underground remains of what was once Tokyo. Old Shinjuku (24 by 18 tiles, 220 floor tiles), Old Akasaka (24 by 18 tiles, 212 floor tiles) and Old Roppongi (24 by 22 tiles, 237 floor tiles) come one after another, every one of them an enormous floor topping 200 tiles. This is the easiest area in the game to get lost in, and getting through it without a map is extremely hard.

Old Higashi-Shinjuku holds Puck’s hideout, which becomes your base in the Underworld. Get through Old Roppongi and the road to the Expanse opens up, but note that maps for the Expanse area are not included in this article.

From the Expanse to the Ark: touring the Sephirah from your base in Tiphereth

Step through the door to the Expanse that opens in the Grand Cathedral and the story enters its second half. The Expanse is a cluster of towns linked by corridors with Tiphereth at the center. You beat the corridor bosses, collect the keys, and finally reach Keter Castle. Maps for each dungeon are in the MAP walkthrough chapter, so compare them against the table below as you go.

Dungeon Objective and boss
Tiphereth The town that serves as your base in the Expanse. Recruit Petersen, who stands just south of the spot you warp in from the Grand Cathedral (refusing tilts you toward CHAOS). Reach Reverse Arcadia through the spatial distortion to the east
Reverse Arcadia Simply a climb from 1F to 5F. Every treasure chest holds Luck Incense. Fight Gimmel on the top floor and decide whether Arcadia survives
Yesod STEVEN makes it possible for you to use the Terminal Stone. Stock up on weapons, then head east to the Yetzirah Corridor
Yetzirah Corridor The Tyrant Hecate waits at the center. Beat her and you can move on to Hod and Netzach. The entrance to Tiphereth needs two keys
Hod No residents and no shops, just the lair of the Drake Tiamat. There is at least a healing facility
Netzach Crowley only appears on the night of a full moon. Enter at moon phase 7/8 and let the full moon arrive in the boss’s room
Inside Abaddon Traport and Traesto don’t work. You meet Madam in event A, receive the MAG Presser from Megata in the Slums you warp to, and only then can you fight Abaddon
Beriah Corridor Almost all of the stairs on B2F are dummies. Stairs 15 lead to Chesed Temple, stairs 4 to Geburah Fortress. Handle the dark zones with Mapper
Chesed Temple Not required to progress, but Beth’s soul in event A raises every ability by 1. On LAW or NEUTRAL you fight the Deity Vairocana
Geburah Fortress Beat all of the Twelve Divine Generals to reach Daigensui Myo-o. Chatsura reflects guns and Santira reflects swords, so use magic
Atziluth Corridor You come out at the stairs on the Binah side, so go to Binah first. Then come back and exit toward Chokmah. There’s no boss
Binah Recruit the Tyrant Astaroth as an ally and go to the temple, and he splits into Ishtar and Ashtar. Ishtar is excellent as a healer
Tower of Chokmah Four levels. The terminal is save-only and can’t teleport you. Beat the Tyrant Mara and a warp opens to Keter
Keter Castle The biggest dungeon. There are no treasure chests at all and the encounter rate is high. On 1F, stairs 1 north of the entrance is the right answer. For Beelzebub’s room take stairs 12, then 17, then 21 on 3F
The Ark, 52F to 55F On CHAOS and NEUTRAL you advance by beating each floor’s boss. On LAW there are no bosses and you go straight to the final battle. You can’t return to the surface once you enter, so keep a separate save
Higher-Dimensional Space The site of the final battle

Five points where players most often get stuck

① Alignment branches can’t be taken back

This game’s alignment branches lock in at specific events. The game never spells out which choices lean LAW or CHAOS, so you can end up on a route you never intended. If you’re aiming for a particular route on your first playthrough, I strongly recommend looking up the effects of the major choices in advance. Spread your saves across multiple slots and keep them.

② Getting lost in the Center’s connecting passages

The four connecting passages that run from the Center to each area have very similar structures. Check which passage leads to which area at the entrance before you push on. Walking the wrong passage on and on while MAG drains away is something you want to avoid. This article lists each of them as an independent floor, so compare them.

③ The vast maps of Old Suidobashi and the Underworld

Old Suidobashi (250 floor tiles) and the Underworld’s maps (over 200 floor tiles each) are the most expansive group of dungeons in the game. They’re full of dead ends and complicated branches, and MAG drains fast. Always save when you find a terminal (save point), and make use of Estoma (the enemy-avoidance spell) to hold down MAG consumption.

④ Overlooking the point of Virtual Battle

The Virtual Battle zones that exist in every district are mock combat areas, all with the same 24 by 11 tile structure. Some have no direct bearing on story progress, but they’re excellent places to grind levels and gather allies. The Center’s Virtual Battle in particular is well suited to farming MAG. Put them to use whenever you spot one.

⑤ Going into the Expanse underprepared

Once you leave the Underworld and push into the Expanse, enemy strength jumps a whole tier. Maps for the Expanse are collected in the MAP walkthrough chapter, and the basics of clearing it are the same, but get your levels up (Lv50 or higher at minimum is recommended), stockpile a mountain of MAG, and build a party of allies whose alignment matches the route you’re aiming for before you take on the Expanse.

MAP Guide: Floor Maps for the 38 Underground City Areas and the 32 Netherworld and Extra Dungeons (shared by the SFC and PS versions)

From here we lay out floor maps covering all 6 areas and 38 maps. The maps were built by reading coordinates straight out of the SFC version’s image data, which means one thing—they work as-is on the PS and GBA versions, because the dungeon layout is identical in every version. The gray bands are walls and the white areas are passages. Each map’s horizontal axis runs east and its vertical axis runs north, matching the coordinate readout on the in-game automap.

Every area is collapsed, so open only the ones you need. For the Netherworld (Tiphereth through Keter Castle), the Underworld shrines and the Sealed Iwato Caves, the Ark, and post-game extra dungeons such as the Diamond Realm, we have added 32 Dungeons and 101 Floors drawn up from a separate source in the second half of this chapter. Those maps use marks to show chest contents and event locations.

▶Valhalla (10 Floors)

Okamoto Gym Virtual Trainer

012301234

Valhalla / Downtown

012345678910110123456789

Downtown Virtual Battle

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Ote Gym

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Ote Gym Virtual Battle

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Valhalla Terminal

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Colosseum

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Dungeon Match

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Madam’s Mansion

012012345678

Slums

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▶Center (8 Floors)

Center 20F

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Center 21F

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Center 22F

01230123

Center Virtual Battle

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Center to Holytown

01234567012345678

Center to Factory

01234567012345678

Center to Arcadia

01234567012345678

Center to Valhalla

012345670123456789101112131415161718

▶Holytown (6 Floors)

Holytown

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Grand Cathedral 1F

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Grand Cathedral 2F

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Grand Cathedral 3F

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Grand Cathedral B60

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Holytown Virtual Battle

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▶Factory (6 Floors)

Factory Messian Building

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Factory Town

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Workers’ Dormitory

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Underground Excavation Site

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Old Suidobashi, passage to the Underworld

0123456789101112131415012345678910111213141516171819202122

Internment Camp

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▶Arcadia (3 Floors)

Arcadia Residences

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Gimmel’s Residence

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Arcadia Messian Building

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▶Underworld (5 Floors)

Old Shinjuku

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Old Higashi-Shinjuku / Puck’s Hideout

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Old Akasaka

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Old Roppongi

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Old Roppongi Virtual Battle

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Every Map for the Netherworld, the Shrines and the Extra Dungeons, with Chest Contents and Event Locations

The 32 Dungeons from here on were redrawn tile by tile from map images on walkthrough sites. On top of walls and doors, one-way passages and dark zones, the marks carry chests and gem boxes, the matching numbers for stairs and warps, and the spots where boss fights and events happen. Put the cursor on a mark and you get the chest contents or the opponent in that event. Unlike the underground city maps these have no coordinate labels, so line your position up by the shape of the room.

How to read the additional maps

WallDoorDoor that opens once conditions are metDark zoneNo COMP or magic useVirtual space

UUp stairs
DDown stairs
EElevator
WWarp entrance
wWarp exit
WWarp (entrance = exit)
PtPitfall
LdLanding point
TrChest
GbGem box
BsBoss battle
!Event (A through L match the explanations in the text)
?Person who hands you information
FdFiend spawn point
ExEXIT
SStart
HPDamage floor
TtTurntable
↑Moving floor
TTerminal
SpHealing spring (the color shows the alignment)
McMessian Church
CdCathedral of Shadows
WpWeapon shop
ArArmor shop
JkJunk shop
BrBAR
FtFortune teller’s house
CnCasino
DsDisco
RRussian Roulette

* Put the cursor on a mark and its contents show up (chest contents, event names and so on). The numbers on stairs, warps and pitfalls match up between a spot and its destination. There are no coordinate labels, so read the maps by room shape and by where the symbols sit relative to one another

▶Additional Underground City Facilities (5 Dungeons / 26 Floors)

Haneda Building

1F

Messenger (information)?Messenger (information)?Messenger (information)?Event AAVirtual BattlerVBMessenger (information)?EXIT (step outside)Ex

Virtual Battler L1

Starting pointSBoss battleBs

L2

Boss battleBsStarting pointS

L3

Boss battleBsStarting pointS

L4

Boss battleBsStarting pointS

Messian Church

Terminal (save and travel)TMessian Church (healing and items)McEXIT (step outside)Ex

Watchtower

Zayin and Siren event on 13F. Boss: Belphegor

1F

Chest 1: 496 MAG (also a landing point)TrEXIT (step outside)ExUp stairs 1U1

2F

Up stairs 2U2Chest 2: Mabufu Stone (also a landing point)TrDown stairs 1D1

3F

Up stairs 3U3Chest 3: HiranyaTrDown stairs 2D2Landing point 3 / pitfall 1Pt

4F

Down stairs 3D3Landing point 4 / pitfall 2PtChest 4: Incense of MagicTrUp stairs 4U4

5F

Landing point 5 / pitfall 3PtDown stairs 4D4Up stairs 5U5Chest 5: TrapTr

6F

Up stairs 6U6Landing point 6 / pitfall 4PtChest 6: Incense of LuckTrDown stairs 5D5

7F

Up stairs 7U7Chest 7: 992 MAGTrDown stairs 6D6Landing point 7 / pitfall 5Pt

8F

Down stairs 7D7Landing point 8 / pitfall 6PtChest 8: DistoneTrUp stairs 8U8

9F

Landing point 9 / pitfall 7PtDown stairs 8D8Chest 9: TrapTrUp stairs 9U9

10F

Up stairs 10U10Chest 10: Incense of SpeedTrLanding point 10 / pitfall 8PtDown stairs 9D9

11F

Up stairs 11U11Chest 11: Mazio StoneTrDown stairs 10D10PitfallPt

12F

Down stairs 11D11PitfallPtUp stairs 12U12

13F

Fiend spawn point (a Fiend shows up at low odds)FdDown stairs 12D12Event B: SirenBEvent A: ZayinABoss battleBs

Back Arcadia

Every chest holds an Incense of Luck. You fight Gimmel on 5F

1F

Warp (entrance and exit overlap)WUp stairs 1U1ChestTrMessenger (information)?EXIT (step outside)Ex

2F

Down stairs 1D1Up stairs 2U2ChestTrMessenger (information)?

3F

ChestTrUp stairs 3U3Down stairs 2D2Messenger (information)?

4F

Down stairs 3D3Up stairs 4U4ChestTrMessenger (information)?

5F

ChestTrDown stairs 4D4Boss battleBs

Grand Cathedral basement

3F

Chest 3TrElevatorEChest 4TrRussian Roulette trigger spotRBoss battleBsEvent CCDown stairs 2D2Event DD

B60F

EXIT (step outside)ExElevatorE

▶Underworld Shrines and Iwato Caves (4 Dungeons / 13 Floors)

Shrine of Onamuchi

Nothing but moving floors. Boss on 3F

1F

Moving floor (south)↓Moving floor (south)↓Moving floor (east)→Moving floor (north)↑Moving floor (north)↑Moving floor (north)↑Moving floor (east)→Moving floor (north)↑Moving floor (west)←Moving floor (east)→Moving floor (north)↑Moving floor (south)↓Moving floor (east)→Moving floor (west)←Chest 4: Incense of Speed (also a landing point)TrMoving floor (west)←Moving floor (west)←Moving floor (south)↓Moving floor (south)↓Moving floor (west)←Moving floor (east)→Moving floor (south)↓Moving floor (south)↓Moving floor (west)←Moving floor (west)←Chest 5: Incense of Strength (also a landing point)TrMoving floor (north)↑Moving floor (east)→Chest 2: Bell of Vision (also a landing point)TrMoving floor (west)←EXIT (step outside)ExMoving floor (east)→Moving floor (north)↑Moving floor (west)←Moving floor (north)↑Moving floor (east)→Moving floor (west)←Moving floor (north)↑Moving floor (south)↓Chest 1: Trap (also a landing point)TrMoving floor (east)→Moving floor (east)→Moving floor (north)↑Moving floor (west)←Moving floor (east)→Moving floor (west)←Moving floor (west)←Moving floor (north)↑Moving floor (east)→Moving floor (south)↓Moving floor (east)→Moving floor (west)←Chest 3: Incense of Wisdom (also a landing point)TrMoving floor (west)←Up stairs 1U1Moving floor (south)↓Moving floor (south)↓Moving floor (south)↓Moving floor (south)↓Moving floor (west)←

2F

Up stairs 2U2Moving floor (east)→Moving floor (north)↑Moving floor (south)↓PitfallPtMoving floor (west)←Moving floor (west)←Moving floor (north)↑Moving floor (south)↓Moving floor (west)←PitfallPtMoving floor (west)←Chest 6: Incense of LuckTrMoving floor (north)↑Moving floor (south)↓Moving floor (south)↓Moving floor (east)→Moving floor (south)↓Moving floor (west)←Moving floor (east)→Moving floor (north)↑Moving floor (west)←PitfallPtMoving floor (north)↑Moving floor (west)←Moving floor (north)↑Moving floor (south)↓Moving floor (east)→Moving floor (west)←Moving floor (east)→Moving floor (south)↓Moving floor (south)↓Chest 5: Incense of StrengthTrMoving floor (east)→PitfallPtMoving floor (west)←Down stairs 1D1Moving floor (south)↓Moving floor (west)←Moving floor (west)←Moving floor (north)↑Moving floor (south)↓Moving floor (south)↓Moving floor (west)←

3F

Moving floor (east)→Moving floor (north)↑Moving floor (north)↑Down stairs 2D2Moving floor (south)↓Moving floor (east)→Moving floor (west)←Boss battleBsTurntable (your facing changes)TtMoving floor (north)↑PitfallPtMoving floor (north)↑Moving floor (north)↑Moving floor (north)↑

Shrine of Oyamatsumi

1F

EXIT (step outside)ExEvent!Event!Event!Event!Up stairs 12U12Up stairs 1U1Up stairs 7U7Up stairs 6U6Chest 1: Core ShieldTr

2F

Up stairs 11U11Up stairs 2U2Event!Event!Event!Down stairs 12D12Down stairs 1D1Down stairs 7D7Down stairs 6D6Chest 2: TrapTrUp stairs 8U8Up stairs 5U5

3F

Down stairs 11D11Down stairs 2D2Event!Event!Up stairs 10U10Up stairs 3U3Up stairs 9U9Up stairs 4U4Chest 3: Incense of VitalityTrDown stairs 8D8Down stairs 5D5

4F

Event!Down stairs 10D10Down stairs 3D3Down stairs 9D9Down stairs 4D4Chest 4: Incense of MagicTr

Shrine of Sukunahikona

Warps in a row

Event!Event!Event!EXIT (step outside)ExWarp 1 exitw1Event!Warp 1 entranceW1Warp 1 entranceW1Warp 2 (entrance and exit overlap)W2Warp 3 (entrance and exit overlap)W3Warp 1 entranceW1Warp 2 (entrance and exit overlap)W2Warp 1 entranceW1Warp 3 (entrance and exit overlap)W3Warp 4 (entrance and exit overlap)W4Warp 4 (entrance and exit overlap)W4Warp 1 entranceW1Warp 5 (entrance and exit overlap)W5Warp 5 (entrance and exit overlap)W5Warp 1 entranceW1

Sealed Iwato Cave

Seal the five Amatsu gods on B4F

1F

Warp 2 exitw2Warp 15 exitw15Warp 13 exitw13EXIT (step outside)ExWarp 1 entranceW1Warp 7 exitw7Warp 9 exitw9Warp 4 exitw4

B1F

Warp 3 entranceW3Warp 12 exitw12Warp 5 exitw5Warp 2 entranceW2Warp 10 exitw10Warp 4 entranceW4Warp 6 exitw6Warp 1 exitw1

B2F

Warp 11 exitw11Warp 8 entranceW8Warp 5 entranceW5Warp 7 entranceW7Warp 3 exitw3Warp 16 exitw16Warp 6 entranceW6Warp 9 entranceW9

B3F

Warp 10 entranceW10Warp 11 entranceW11Warp 13 entranceW13Warp 14 (entrance and exit overlap)W14Warp 15 entranceW15Warp 12 entranceW12Warp 8 exitw8Warp 16 entranceW16

B4F

Damage floor (PALYZE)PzDamage floor (HP)HPEvent C: Amatsu god TakemikazuchiCDamage floor (POISON)PoDamage floor (POISON)PoDamage floor (HP)HPEvent B: Amatsu god TsukuyomiBEvent A: Amatsu god AmaterasuADamage floor (POISON)PoWarp 14 (entrance and exit overlap)W14Damage floor (PALYZE)PzEvent E: Amatsu god TajikaraoEEvent D: Amatsu god OmoikaneDDamage floor (HP)HPDamage floor (PALYZE)Pz

▶Netherworld (13 Dungeons / 46 Floors)

Tiphereth

Town

Fiend spawn point (a Fiend shows up at low odds)FdMessenger (information)?CasinoCnBARBrFortune teller’s houseFtDiscoDsMessenger (information)?Weapon shopWpGem boxGbTerminal (save and travel)TEXIT (step outside)ExArmor shopArRussian Roulette trigger spotRHealing spring (NEUTRAL)SpJunk shopJkMessenger (information)?Cathedral of Shadows (demon fusion)CdFiend spawn point (a Fiend shows up at low odds)Fd

Casino

Casino gamesGmCasino gamesGmUp stairsUCashierCaCasino gamesGmCasino gamesGmCasino gamesGm

Disco

Messenger (information)?Messenger (information)?DiscoDsMessenger (information)?Messenger (information)?Messenger (information)?Messenger (information)?Messenger (information)?Up stairsU

Yesod

Healing spring (NEUTRAL)SpRussian Roulette trigger spotRMessenger (information)?Junk shopJkBARBrTerminal (save and travel)TGem boxGbMessenger (information)?Messenger (information)?Armor shopArWeapon shopWpEXIT (step outside)ExFiend spawn point (a Fiend shows up at low odds)FdFortune teller’s houseFt

Yetzirah Corridor

Hod side B1F

EXIT (step outside)ExDown stairs 2D2

Tiphereth side 1F

Russian Roulette trigger spotREXIT (step outside)ExCode BreakerCBDown stairs 4D4

Main section

EXIT (step outside)ExUp stairs 2U2EXIT (step outside)ExChest 2: Demon Sealing BellTrUp stairs 1U1Chest 1: Incense of LuckTrBoss battleBsGem box: PearlGbChest 4: Incense of StrengthTrChest 3: Incense of VitalityTrUp stairs 4U4Russian Roulette trigger spotREXIT (step outside)ExUp stairs 3U3EXIT (step outside)Ex

Yesod side B1F

Down stairs 1D1EXIT (step outside)Ex

Netzach side

Down stairs 3D3EXIT (step outside)Ex

Hod

Boss battleBsFiend spawn point (a Fiend shows up at low odds)FdGem boxGbEXIT (step outside)ExHealing spring (LAW)SpRussian Roulette trigger spotR

Netzach

EXIT (step outside)ExMessenger (information)?Weapon shopWpHealing spring (CHAOS)SpArmor shopArJunk shopJkBoss battleBsFiend spawn point (a Fiend shows up at low odds)FdMessenger (information)?Fiend spawn point (a Fiend shows up at low odds)FdMessenger (information)?

Inside Abaddon

Warp your way from section to section

Section 1

Starting pointSWarp 1 (entrance and exit overlap)W1

Section 2

Warp 2 (entrance and exit overlap)W2Warp 1 (entrance and exit overlap)W1

Section 3

Warp 3 (entrance and exit overlap)W3Warp 2 (entrance and exit overlap)W2

Section 4

Warp 4 (entrance and exit overlap)W4Warp 5 (entrance and exit overlap)W5

Section 5

Warp 3 (entrance and exit overlap)W3Warp 7 exitw7Warp 6 entranceW6Warp 4 (entrance and exit overlap)W4

Section 6

Warp 5 (entrance and exit overlap)W5Event AAWarp (entrance and exit overlap)W

Section 7

Warp 6 exitw6Boss battleBsWarp entranceW

Beriah Corridor

Tiphereth side 1F

EXIT (step outside)ExDown stairs 1D1Gem box 1: AmethystGb

B2F

Up stairs 4U4Up stairs 2U2Up stairs 3U3Up stairs 5U5Up stairs 7U7Up stairs 6U6Up stairs 8U8Chest 2: Incense of LuckTrUp stairs 1U1Chest 1: Incense of WisdomTrChest 2: Incense of LuckTrUp stairs 9U9Up stairs 11U11Up stairs 14U14Up stairs 10U10Up stairs 12U12Up stairs 13U13Up stairs 15U15

Geburah side B1F

EXIT (step outside)ExDown stairs 4D4Down stairs 2D2Down stairs 3D3Down stairs 5D5Down stairs 7D7Down stairs 6D6Down stairs 8D8Gem box 2: GarnetGbRussian Roulette trigger spotR

Chesed side B1F

Down stairs 9D9Down stairs 11D11Down stairs 14D14Down stairs 10D10Down stairs 12D12Down stairs 13D13Down stairs 15D15EXIT (step outside)ExGem box 3: EmeraldGb

Chesed Temple

EXIT (step outside)ExHealing spring (CHAOS)SpJunk shopJkMessenger (information)?Messenger (information)?Messenger (information)?Event AAFiend spawn point (a Fiend shows up at low odds)FdMessenger (information)?Messenger (information)?Messenger (information)?Gem boxGbMessenger (information)?Messenger (information)?Messenger (information)?Boss battleBsMessenger (information)?

Geburah Fortress

Fight the Twelve Divine Generals back to back

1F

EXIT (step outside)ExFortune teller’s houseFtEvent A: General Vikarala (Boar)AHealing spring (LAW)SpTerminal (save and travel)TWeapon shopWpRussian Roulette trigger spotRArmor shopArJunk shopJkEvent B: General Catura (Dog)BDown stairs 1D1

B2F

Fiend spawn point (a Fiend shows up at low odds)FdUp stairsUEvent J: General Mihira (Tiger)JEvent K: General Vajra (Ox)KBoss battleBsUp stairs 2U2Gem box 1GbGem box 2GbEvent L: General Kumbhira (Rat)LEvent I: General Antira (Rabbit)I

B1F

Event F: General Indara (Horse)FEvent G: General Santira (Snake)GEvent E: General Pajra (Sheep)EDown stairs 2D2Event H: General Majira (Dragon)HEvent D: General Makura (Monkey)DUp stairs 1U1Up stairsUEvent C: General Shindura (Rooster)C

Atziluth Corridor

Binah side

Chest 1: Incense of MagicTrEXIT (step outside)ExDown stairsDDown stairs 1D1

Chokmah side B1F

Gem box: TurquoiseGbDown stairs 2D2Chest 3: Incense of LuckTrEXIT (step outside)Ex

B2F

Up stairs 1U1Russian Roulette trigger spotRChest 2: Incense of SpeedTrUp stairs 2U2

Binah

Messenger (information)?Russian Roulette trigger spotREvent AAHealing spring (CHAOS)SpFiend spawn point (a Fiend shows up at low odds)FdMessenger (information)?Terminal (save and travel)THealing spring (NEUTRAL)SpHealing spring (LAW)SpEXIT (step outside)Ex

Tower of Chokmah

Boss on 4F

1F

Healing spring (NEUTRAL)SpHealing spring (CHAOS)SpFiend spawn point (a Fiend shows up at low odds)FdEXIT (step outside)ExMessenger (information)?Up stairs 1U1Terminal (save and travel)TWarp (entrance and exit overlap)W

2F

Damage floor (HP)HPDamage floor (HP)HPChest 3: Bell of VisionTrChest 2: Jar of MistTrDamage floor (HP)HPDamage floor (HP)HPChest 4: Chigaeshi JewelTrDamage floor (HP)HPDamage floor (HP)HPDamage floor (HP)HPDamage floor (HP)HPDamage floor (HP)HPDown stairs 1D1Chest 1: Core ShieldTrDamage floor (HP)HPChest 5: Reac SheetTrUp stairs 2U2Damage floor (HP)HPDamage floor (HP)HPDamage floor (HP)HPGem box: SapphireGbWarp (entrance and exit overlap)WDamage floor (HP)HPDamage floor (HP)HP

3F

Down stairs 2D2Up stairs 3U3Warp (entrance and exit overlap)W

4F

PitfallPtPitfallPtDown stairs 3D3PitfallPtBoss battleBsPitfallPtPitfallPtWarp (entrance and exit overlap)W

Keter Castle

The castle of Lucifer and Beelzebub. On 1F, stairs 1 north of the entrance is the right way

1F

Up stairs 1U1EXIT (step outside)ExHealing spring (CHAOS)SpMessenger (information)?Messenger (information)?Messenger (information)?Up stairs 2U2Up stairs 7U7Up stairs 3U3Cathedral of Shadows (demon fusion)CdUp stairs 6U6Healing spring (NEUTRAL)SpUp stairs 4U4Up stairs 5U5

2F (northwest)

Down stairs 1D1Up stairs 8U8

2F (northeast)

Down stairs 2D2Down stairs 3D3

2F (southwest)

Down stairs 7D7Down stairs 6D6

2F (southeast)

Down stairs 4D4Down stairs 5D5

3F

Down stairs 8D8Up stairs 12U12Up stairs 9U9Up stairs 13U13Up stairs 11U11Up stairs 10U10

4F

Down stairs 12D12Down stairs 9D9Up stairs 16U16Up stairs 15U15Down stairs 13D13Up stairs 18U18Up stairs 17U17Up stairs 14U14Down stairs 11D11Down stairs 10D10

5F

Down stairs 16D16PitfallPtUp stairs 20U20Down stairs 15D15Down stairs 18D18Up stairs 19U19Down stairs 17D17Up stairs 21U21PitfallPtDown stairs 14D14

6F

PitfallPtMoving floor (north)↑Moving floor (north)↑Moving floor (north)↑Moving floor (north)↑PitfallPtBoss battleBsMoving floor (east)→Moving floor (west)←Down stairs 20D20Moving floor (east)→Moving floor (west)←Moving floor (east)→Up stairs 22U22Down stairs 19D19Moving floor (west)←Down stairs 21D21Moving floor (east)→Moving floor (west)←PitfallPtMoving floor (south)↓Moving floor (south)↓Moving floor (south)↓Moving floor (south)↓PitfallPt

7F

Up stairs 23U23Down stairs 22D22

8F

Down stairs 23D23Up stairs 24U24

9F

Boss battleBsEvent AADown stairs 24D24

▶The Ark and the Final Battle (5 Dungeons / 5 Floors)

Ark 52F

Terminal (save and travel)TBoss battleBsFiend spawn point (a Fiend shows up at low odds)FdUp stairsUMessian Church (healing and items)McEXIT (step outside)Ex

Ark 53F

Turntable (your facing changes)TtTurntable (your facing changes)TtUp stairsUBoss battleBsDown stairsDTurntable (your facing changes)TtTurntable (your facing changes)Tt

Ark 54F

Warp 7 (entrance and exit overlap)W7Warp 5 (entrance and exit overlap)W5Warp 3 (entrance and exit overlap)W3Warp 2 (entrance and exit overlap)W2Warp 6 (entrance and exit overlap)W6Warp 4 (entrance and exit overlap)W4Warp 1 (entrance and exit overlap)W1Warp 6 (entrance and exit overlap)W6Warp 1 (entrance and exit overlap)W1Warp 2 (entrance and exit overlap)W2Down stairsDWarp 3 (entrance and exit overlap)W3Boss battleBsUp stairsUWarp 4 (entrance and exit overlap)W4Warp 5 (entrance and exit overlap)W5Warp 8 (entrance and exit overlap)W8Warp 9 (entrance and exit overlap)W9Warp 10 (entrance and exit overlap)W10Warp 9 (entrance and exit overlap)W9Warp 10 (entrance and exit overlap)W10Warp 8 (entrance and exit overlap)W8Warp 7 (entrance and exit overlap)W7

Ark 55F

Boss battleBsFiend spawn point (a Fiend shows up at low odds)FdDown stairsD

The Expanse

Site of the final battle

Boss battleBsEvent!Starting pointS

▶Extra Dungeons (5 Dungeons / 11 Floors)

Diamond Realm

Opens up after you clear the game. Every door checks an ability

Warp 2 entranceW2Warp 3 entranceW3ChestTrEvent B: AmaterasuBCathedral of Shadows (demon fusion)CdChestTrHealing spring (NEUTRAL)SpEvent D: IzanamiDEvent A: En no OzunoAChestTrTerminal (save and travel)TChestTrEvent C: HirukoCChestTrChestTrEvent E: FiendEWarp 1 entranceW1

Old Tokyo Tower

LAW only. Jesus gear, 4 pieces

1F

EXIT (step outside)ExElevatorE

45F

ElevatorEChest 3: Jesus GlovesTrChest 4: Jesus GreavesTr

30F

ElevatorEWarp entranceWWarp exitwChest 1: Jesus HelmTrElevatorEChest 2: Jesus ArmorTr

Old Imperial Palace

NEUTRAL only. Masakado gear, 4 pieces

Chest 1: Masakado HelmTrWarp exitwWarp entranceWChest 2: Masakado GauntletsTrChest 3: Masakado GreavesTrChest 4: Masakado ArmorTrEXIT (step outside)Ex

Old Ichigaya

CHAOS only. Tenma gear, 4 pieces

1F

ElevatorEEXIT (step outside)ExWarp entranceWDown stairsD

B1F

ElevatorEChest 1: Tenma HelmTrWarp exitwChest 2: Tenma ArmorTrChest 3: Tenma GauntletsTrChest 4: Tenma GreavesTrUp stairsU

Old Tokyo City Hall

11 weapons

1F

ElevatorEWarp exitwChest 1: Blaster GunTrEXIT (step outside)ExElevatorE

15F

Chest 4: BodribinTrElevatorEChest 3: Corrosive BulletsTrElevatorEChest 2: Renki SwordTrChest 7: Renki SwordTrElevatorEChest 8: Skull BulletsTrElevatorEChest 9: Randall CustomTr

18F (left)

ElevatorEChest 6: Megido FireTrChest 5: AmenomitsurugiTr

18F (right)

Chest 11: PeacemakerTrChest 10: Kurikara SwordTrElevatorE

If you want the highlights: the Shrine of Onamuchi, buried wall to wall in moving floors; Geburah Fortress, where the Twelve Divine Generals line up across 12 event spots; and Keter Castle, which is nothing but stairs. Keter Castle holds zero chests, so the right play is to skip the detours and follow the stair numbers straight through.

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Can you play Shin Megami Tensei II on current hardware? A complete platform-by-platform guide

✅ Conclusion

As of September 2026, Shin Megami Tensei II can be played through a Nintendo Switch Online subscription (the SFC version). Smartphone versions (iOS/Android) were released as well, but their current availability needs checking. There is no current-hardware port of the PS or GBA versions.

① Titles you can play on a subscription or for free

Platform Contents Notes
Nintendo Switch Online SFC version of Shin Megami Tensei II Added February 17, 2021. No extra charge for subscribers

Right now the easiest way in is the Nintendo Switch Online version. It’s the SFC version itself, so the maps in this article work as-is. Rewind and save-anywhere features are available, which makes it far more playable than the original.

② Titles you can play by buying them individually

Platform Contents Notes
iOS Shin Megami Tensei II Released June 2012. Continued availability needs checking (as of September 2026)
Android Shin Megami Tensei II Released December 2012. Continued availability needs checking (as of September 2026)

The iOS and Android versions launched back in 2012, but how well they keep pace with OS updates is fluid. I’d recommend checking compatibility on the store before you buy.

③ Titles you can play as a remaster or remake

As of September 2026, no remaster or remake of Shin Megami Tensei II exists. Within the series, Shin Megami Tensei III Nocturne HD Remaster (2020, Switch/PS4/Steam) and Shin Megami Tensei V: Vengeance (2024, Switch/PS4/PS5/Xbox/Steam) are playable on current hardware, but no modern remaster of II itself has been announced.

④ Titles that are hard to obtain on current hardware

Version Status Alternative
SFC cartridge Secondhand market only Nintendo Switch Online (SFC version) recommended
PS disc Secondhand market only. Watch out for bugs in the early print run Nothing in particular. Substitute with Nintendo Switch Online (SFC version)
GBA cartridge Secondhand market only Nothing in particular

To play the PS version you need the actual hardware (PS1/PS2/PS3) and the disc. The GBA version also means securing both the console and the cartridge secondhand. Neither is easy to obtain on current hardware, so simply playing the SFC version on Nintendo Switch Online is the most realistic choice. If you’re curious about the newest entry in the Shin Megami Tensei series, Shin Megami Tensei V: Vengeance is playable on Switch, PS4, PS5, Xbox and Steam.

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Summary: Shin Megami Tensei II is an RPG about rebellion against a managed society

Shin Megami Tensei II is a 3D dungeon RPG whose SFC version Atlus released on March 18, 1994. The PS version (2002) and GBA version (2003) have completely identical dungeon structures, so this article’s maps for all 38 areas work as-is on any version. As of September 2026, playing the SFC version on Nintendo Switch Online is the easiest way in.

Look at the MAP walkthrough chapter before you step into a dungeon, and come back to the skill table chapter whenever you’re unsure about fusing or raising allies. The route from the Expanse onward is collected at the end of the walkthrough chart.

The core of the game is managing alignment (LAW/NEUTRAL/CHAOS) and stockpiling MAG. It’s built around shuttling between six areas with the Center as your starting point, and Factory’s Old Suidobashi (250 floor tiles) plus the Underworld’s Old Shinjuku, Old Akasaka and Old Roppongi (over 200 tiles each) are the biggest trouble spots. When you’re staring down maps that vast, this article’s floor maps should earn their keep.

In the end the ending branches across three routes, LAW, NEUTRAL and CHAOS. On a first playthrough, keep the route-deciding moments in mind but take it easy and plan on three playthroughs. Note that maps for the Expanse area (Tiphereth through Keter Castle) aren’t part of this article’s sources, so they aren’t covered here. Please fill in the Expanse walkthrough from other information.

SPOTGEEKS VERDICT

If the first Shin Megami Tensei was wasteland survival, II is a whistleblower report from inside a managed society. The story’s range, from Valhalla’s arena to the Center’s conspiracy and on to the underground remains of old Tokyo, has a sense of scale that stands among the best of 90s RPGs. The maps are as complicated as the first game’s, but just having the automap’s coordinate readout makes it vastly more bearable. On the other hand, the PS version’s early print run bugs and the sudden difficulty spike once you enter the Expanse are still rough to deal with today. Use Nintendo Switch Online’s rewind feature to the fullest and taste all three endings: LAW, NEUTRAL and CHAOS.

Order, chaos, or the human will? Thirty years on, the question still has no answer.

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